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GEM 2014: Toronto, ON, Canada
- Bill Kapralos, Nahum D. Gershon, Elena G. Bertozzi, Jim R. Parker:
2014 IEEE Games Media Entertainment, GEM 2014, Toronto, ON, Canada, October 22-24, 2014. IEEE 2014, ISBN 978-1-4799-7545-7 - João P. Costa, James Robb, Lennart E. Nacke:
Physiological acrophobia evaluation through in vivo exposure in a VR CAVE. 1-4 - Steve Mann:
"SELF-HII": Strength + endurance + longevity through gameplay with humanistic intelligence by Fieldary Human Information Interaction. 1-8 - Sander Bakkes, Shimon Whiteson, Guangliang Li, George Viorel Visniuc, Efstathios Charitos, Norbert Heijne, Arjen Swellengrebel:
Challenge balancing for personalised game spaces. 1-8 - Sophie McKenzie, Shaun Bangay, Lisa M. Barnett, Nicola D. Ridgers, Jo Salmon:
Encouraging organized active game play in primary school children. 1-8 - Tony Morelli:
Towards more accurate open source kart race balancing. 1-4 - Aaron May, Jim Bizzocchi, Alissa Nicole Antle, Amber Choo:
Fraternal feelings: How brothers: A tale of two sons affects players through gameplay. 1-4 - Alex Rietveld, Sander Bakkes, Diederik M. Roijers:
Circuit-adaptive challenge balancing in racing games. 1-8 - Amber Choo, Aaron May:
Virtual mindfulness meditation: Virtual reality and electroencephalography for health gamification. 1-3 - Harrison Andrews, Monika Bramar, Lucas Lupinski, Bill Kapralos:
A serious game for interview preparation. 1-2 - Sila Temsiririrkkul, Hisamitsu Nomura, Kokolo Ikeda:
Biased random sequence generation for making common player believe it unbiased. 1-8 - Robin Langerait, Monica Zaczynski, Anthony D. Whitehead:
At the intersection of sports and MMORPGs: A new model of active video games. 1-5 - Justin Cuaresma, I. Scott MacKenzie:
A comparison between tilt-input and facial tracking as input methods for mobile games. 1-7 - Mikael Fridenfalk:
The design and implementation of a generic A∗ algorithm for search in multidimensional space. 1-2 - Mikael Fridenfalk:
Equalization and variation enhancement in strategic multiplayer games. 1-2 - Emmanouel Rovithis, Andreas Floros, Andreas Mniestris, Nikolas Grigoriou:
Audio games as educational tools: Design principles and examples. 1-8 - Anthony Scavarelli, Ali Arya:
CINDR: A proposed framework for ethical systems in video games. 1-5 - Isabel Pedersen, Pejman Mirza-Babaei, Nathan Gale:
iMind: An alternative dialogue between viewers and artists. 1-2 - Rodrigo Vicencio-Moreira, Regan L. Mandryk, Carl Gutwin:
Balancing multiplayer first-person shooter games using aiming assistance. 1-8 - Kiju Lee, Donghwa Jeong:
Memorix: A tangible memory game using iSIG-Blocks. 1-8 - Randal Staewen, Philip Trevino, Chang Yun:
Player characteristics and their relationship to goals and rewards in video games. 1-8 - Rebecca Langer, Mark S. Hancock, Stacey D. Scott:
Suspenseful design: Engaging emotionally with complex applications through compelling narratives. 1-8 - Anna Lisa Martin, Ulrich Götz, René Bauer:
Development of task-specific RehabGame settings for robot-assisted pédiatrie movement therapies. 1-4 - Catalina I. Constantin, I. Scott MacKenzie:
Tilt-controlled mobile games: Velocity-control vs. position-control. 1-7 - Farjana Z. Eishita, Kevin G. Stanley, Regan L. Mandryk:
Iterative design of an augmented reality game and level-editing tool for use in the classroom. 1-4 - Faham Negini, Regan L. Mandryk, Kevin G. Stanley:
Using affective state to adapt characters, NPCs, and the environment in a first-person shooter game. 1-8 - Li Liu, Jingyuan Zhang, Nicholas Kraft:
Using domain specific language for large screen game interaction. 1-6 - Anna Barenbrock, Marc Herrlich, Rainer Malaka:
Design lessons from mainstream motion-based games for exergames for older adults. 1-8 - Floor Aarnoutse, Linda Peursum, Fabiano Dalpiaz:
The evolution of advergames development: A study in the Netherlands. 1-8 - Pejman Mirza-Babaei, Lennart E. Nacke:
Introducing the biometric storyboards tool for games user research. 1-7 - Milad Soroush, Mark S. Hancock, Vanessa K. Bohns:
Self-control in casual games: The relationship between Candy Crush Saga™ players' in-app purchases and self-control. 1-6 - Kevin G. Stanley, Farjana Z. Eishita, Eva Anderson, Regan L. Mandryk:
Gemini redux: Understanding player perception of accumulated context. 1-8 - Jamal K. Edey, Katie Seaborn, Carmen Branje, Deborah I. Fels:
Powered to play: A mixed reality game for people driving powered chairs. 1-8 - Saad Khattak, Brent Cowan, Iuliia Chepurna, Andrew Hogue:
A real-time reconstructed 3D environment augmented with virtual objects rendered with correct occlusion. 1-8 - Sergio Valdivia-Trujillo, Eliana Prada-Dominguez, Alvaro Uribe-Quevedo, Byron Perez-Gutierrez:
Prototype of a lower member exer-game using smartphone's capabilities as a health-care training and monitoring portable tool. 1-2 - Eliana Prada-Dominguez, Sergio Valdivia-Trujillo, Alvaro Uribe-Quevedo, Byron Perez-Gutierrez:
Informative virtual reality app for preventing lower member injuries. 1-2 - Elizabeth S. Veinott, Brandon Perleman, Emily Polander, James Leonard, Gloria Berry, Richard Catrambone, Elizabeth T. Whitaker, Brianne Eby, Sharon Mayell, Kinneret Teodorescu, Taleri Hammack, Lucas Lemaster:
Is more information better? Examining the effects of visual and cognitive fidelity on learning in a serious video game. 1-6 - Jacquelyne Forgette, Michael Katchabaw:
Enabling motivated believable agents with reinforcement learning. 1-8 - Nichole Dzeka-Lozano, Natalie Higuera-Burgos, Lizeth Vega-Medina, Alvaro Uribe-Quevedo, Byron Perez-Gutierrez, Gerardo Tibamoso:
Development of an application for performing the subclavian central venous access on neonates. 1-4 - Dennis L. Arsenault, Anthony D. Whitehead:
Quaternion based gesture recognition using worn inertial sensors in a motion tracking system. 1-7 - Anders Drachen, Matthew Yancey, John Maguire, Derrek Chu, Iris Yuhui Wang, Tobias Mahlmann, Matthias Schubert, Diego Klabjan:
Skill-based differences in spatio-temporal team behaviour in defence of the Ancients 2 (DotA 2). 1-8 - Robert J. Teather, Manivanna Thevathasan, Jacques Carette:
Scale effects in "bullet hell" games. 1-2 - Margaree Peacocke, Robert J. Teather, Jacques Carette:
Diagetic vs. non-diagetic game displays. 1-2 - Zain Khan, Bill Kapralos:
A scenario and dialogue editor for a cultural competence serious game. 1-2 - Martin Labrecque:
Wearable gesture control: Improving the computer interface convenience and accessibility. 1 - David Rojas, Brent Cowan, Bill Kapralos, Adam Dubrowski:
Gamification and health professions education. 1-2 - Josephine Anstey, Dave Pape:
Improvising consciousness: Davian bead game. 1 - Brandon Drenikow, David Arppe, Pejman Mirza-Babaei, Andrew Hogue:
Interactive 3D visualisation of playtesting data. 1 - Ryan E. Janzen, Steve Mann:
Veillance dosimeter, inspired by body-worn radiation dosimeters, to measure exposure to inverse light. 1-3 - Shaun Carnegie, Justin MacKenzie, Sandrine de Ribaupierre, Roy Eagleson, Adrian Togeskov, Mike Schmalz:
Endoscopie neurosurgery simulation: Implementation on the evolution engine. 1-2 - Nathan Nossal, Hiroyuki Iida:
Game refinement theory and its application to score limit games. 1-3 - Anna Lisa Martin, Ulrich Götz, René Bauer:
Development of task-specific RehabGame settings for robot-assisted pédiatrie movement therapies. 1-4 - Ryan E. Janzen, Steve Mann:
Veillance dosimeter, inspired by body-worn radiation dosimeters, to measure exposure to inverse light. 1-3 - Ryan E. Janzen, Steve Mann:
Actergy as a reflex performance metric: Integral-kinematics applications. 1-2 - Ryan E. Janzen, Seyed Nima Yasrebi, Avishek Joey Bose, Arjun Subramanian, Steve Mann:
Walking through sight: Seeing the ability to see, in a 3-D augmediated reality environment. 1-2 - Justin MacKenzie, Shaun Carnegie, James Schmalz, Mike Schmalz, Sandrine de Ribaupierre, Roy Eagleson:
Surgical simulation workflow representation using hierarchical task analysis and statecharts: Implementation on the evolution engine. 1-2
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